Hi. I have another baking problem. Again in xNormal. Here's what I've sculpted: Here's the UV: And here's my problem: I don't change any settings in xNormal before baking. Any suggestions? It can be a low spec hardware? (cause I have very low spec PC). If you need any screens from settings, just tell, I'll post some. Sorry…
The thing about metal is that the diffuse of most metals is in actuality incredibly dark -- almost black. It is the spec that gives metals most of what we perceive as their local color. Gold and brass have an extremely dark brownish-gray diffuse and a bright yellowish spec. I would try pushing the broad areas of the…
So, I have UVed and split up the mesh in two parts. Body and head so now I will be able to change head for te player. I have textured the head and will start on the body. I put the character ingame to see how it will look. We are using a BRDF shader with normals and lightprobes for light. There is a simple "spec" like in…
I think the main problem you are having is that UE4 uses a metalness workflow, and not a traditional colored spec workflow. So that spec map isn't doing what you think its doing compared to something like Marmoset TB 2. It wouldn't take long to convert them over as long as you have a clean PSD file, might be worth to at…
looks pretty good i like clean guns u can paint fake reflection on the bullets to make it more metallic and u can try different colors for different materials, i'd try it on the spec map f.e. u can make the rubber parts shine with abit red or something i would also make the metal base color darker with brighter spec…
Yes, they all have Spec maps. I am not sure which pieces you're talking about exactly but I can tell you the Contruction site and Underground Highrise scenes do not have a diffuse map. They have spec, just not diffuse so that might be what you're referring to. I unfortunately didn't learn the power of diffuse until AFTER…
ok so you might have seen this test floating around here before, but I got offered to do this test at net devil. so the test specs were a bit unusual but. Specs: Model, texture, light and render gnarled tree image or couch image (NetDevil_test.jpg) or (NetDevil_test2.jpg) Use Glowing Fungus image as style guide for some of…
Hey Guys !! :smile: I´ve been trying to make a a Dota2 /LoL/Wow character /model, I researched and found that to make an easier and more detailed handpainted , what PRO´s usually do is to make a high model in Zbrush or whatever, they sculpt all the details and after that , they make a retopo. The magic becomes when they…
Glad to be of help. Also what you said before about "just trying to make things look correct I'd have to take gir's approach." is correct. That's the main image based lighting shader hack I was talking about actually. One other concern I forgot to mention is "what else is in your scene?" If you have one photorealistic…
Thank you everyone for commenting. I just wanted to say that yes I do have dirt and spec in there. Its just really light. Here are some close ups of the APC. @ivanzu Yes I have done that technique here. Its just kind of settle. I found that when I created textures I tend to do things WAY WAY too much grunge and the like.…